"That worked well!" ZhuGuan yells, bringing his arms up to cover against the engulfing flames, flames from the trap pulled into the green scales in his armor, protecting him.

John jumps back as the explosion tears through his body. With a hiss, he pulls out his sword and enters the room. Seeing the two lizards, he concentrates on his sword and fires a beam out of it. His attack slams into the lizardfolk hunter, knocking him back a step or two. The power of the attack causes the hunter to lose track of John... at least for a moment.

ZhuGuan lets our a roar and, after ducking through the doorway charges at the lizardmen. He pauses, briefly, when he reaches halfway into the room, "Where's Longtail?!" He shouts at the lizardmen.

The two lizardmen briefly look at each other quizzically. "You tell us! Or better yet, I'll rip the answers from your corpse" the mystic shouts back.

Guan looks around the room, trying to take in any hidden foes, or other nastiness. Just above the doorway, lounging on the ledge there, he spots a bright green

snake. It looks like it is uneasy with the people passing under the door, and it might be preparing to strike.

The hell is that doing here... ZhuGuan thinks as he spies the snake. Guan picks up his pace again and charges towards the lizard who has been less than friendly. He slams his magic halberd into the creature and then steps back, moving further out of range.

Jared sighs as the two fighting types rush into the room. "I'm guessing we're not trying diplomacy..."

"My thoughts exactly," Vicky mutters back to him and coughs. She sounds more than a bit annoyed. 'Note to self: I'm not as sturdy as I used to be. Need to keep a low profile.'

She affords herself a moment to shake off the dizziness caused by the trap. Allowing ZhuGuan to grab the spotlight, she tries to use the diversion to move unseen into the room, taking refugee around a corner. While resting, Vicky also notes the location of the green snake above the doorway.

"Look out! There's a snake over the doorway. I don't think it's hostile... yet." shout out the half-elf.

Allyria moves into the room and draws out the Winds of Change. She takes up a position next to both John and the hidden Vicky as she tries to gain some for of cover from the wall. She summons up her chaos energy and forms it into a bolt just in front of the Winds of Change. She launches the magical ball of energy into the hunter. The bolt strikes him hard in the chest and it sounds like bones have cracked. He immediately starts coughing up blood.

Jared and Turag both remain outside. Neither one ready to advance just yet. "I'll guard the hallway." says Turag to encourage Jared to head inside.

Some of the visible wounds on the hunter seem to be closing up some. Not ready to give up, the hunter lowers his spear and charges right at Guan. He

8 damage

jams the tip hard into Guan's stomach, piercing it. Blood begins to flow freely from the wound, much to the delight of the lizard-man.

"Y'liss! Now!" calls out the Greenscale mystic.

With the words spoken, the Jadefabg Viper slithers down from the archway above the door, and makes his way into the hall towards the other voices. The Viper

15 damage + Ongoing 5 Poison Damage (save ends)

sinks it's teeth deep into Jared and begins pumping the halfling full of venom. The snake doesn't retract it's fangs as normal, instead it continues to pump it's poison into Jared as it wraps its body around his.

The marsh mystic begins making some strange gestures, and soon the area between John and Guan begins to fill up with slimy water. Under their feet the ground is literally becoming like swamplands. It engulfs Allyria and Guan as well as John. Reeds , moss and mud quickly crawl up the legs and arms of the three,

Immobilized (Save Ends)

grabbing them and holding them in place. Vicky is only barely spared as she seems to be just on the edge of the swampy spell - but it has still put some difficult terrain between her and her targets.

Since Jared held his action to go after the lizardfolk this round (waiting to see what they would do), he will get two actions this round (barring the spending of any action points. His first action will actually happen at the end of round 1 (right after the Marsh Mystic moves away). Anyone who responds before him should keep that in mind. His second action will happen in what ever order it happens in. So if other people respond before Jared does, their actions will happen in between his two actions. Hopefully that is clear to everyone. This also means he will take the Ongoing damage twice (once for round 1, once for round 2) unless he makes his save in round 1.

Frigid Blade
Your weapon leaves a frosty trail as it cuts through the air and strikes with a blow that inflicts winters wrath.

At-Will Arcane, Cold, Weapon
Standard Action Melee weapon

Target: One creature

Attack: Intelligence -2 vs. Reflex

Hit: 1[W] + Intelligence modifier cold damage. If the target starts its next turn adjacent to you, it takes a penalty to speed equal to your Constitution modifier until the end of its next turn.
Increase damage to 2[W] + Intelligence modifier at 21st level.

Aegis of Shielding
You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies.

At-Will Arcane
Minor Action Close burst 2

Target: One creature in the burst

Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesnt include you as a target, it takes a 2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 5 + your Constitution modifier.
At 11th level, reduce the damage dealt by 10 + your Constitution modifier. At 21st level, reduce the damage dealt by 15 + your Constitution modifier.

Warforged Resolve
Healing
Minor Action, Personal
Effect:You gain a number of temporary hit points equal to 3+one-half your level and can make a saving throw against one effect on you that deals ongoing damage.If you are bloodied, you also regain hit points equal to 3+one-half your level

Form of the Dread Serpent
.Dark scales coat your skin, allowing you to move with the subtlety of a snake and to envenom your attack at the time you choose.

Daily Poison, Polymorph, Primal
Minor Action Personal

Effect: You assume the guardian form of the dread serpent until the end of the encounter. While you are in this form, you gain resist 5 poison and a +2 bonus to Reflex. In addition, you can shift 1 square as a minor action. Once during this encounter, you can use the Form of the Dread Serpent Attack while you are in this form.

Bloodstinger Poison
This inky toxin inflicts wounds that burn long after the initial blow is struck.

Power (Poison) Consumable (Standard Action):
Apply the bloodstinger poison to your weapon or one piece of ammunition. Make a secondary attack against the next target you hit with the coated weapon or ammunition: +6 vs. Fortitude; on a hit, the target takes ongoing 5 poison damage (save ends).

Doppelganger Leather Armor +1
Lvl 5
Minor Action
Effect: Choose one enemy within 5 squares of you. You gain a +2 power bonus to the defense that is the enemys highest until the end of the encounter or until that enemy drops below 1 hit point.

Minion Slayer 2+
After you kill at least 3 minions in one encounter, use this card to spend a healing surge to gain hit points equal to your healing surge value +1d6. This use does not use your second wind for the encounter.

Nature's Wrath: On his turn John can mark one adjacent enemy until the end of his next turn.

No need to eat, sleep, breath, or drink.

Needs only 4 hours of inactivity for an extended rest.

+2 to Saves vs Ongoing Damage

Take 10 on Death Saves

After Second Wind, first melee weapon attack gains a +5 to damage.

+2 bonus to damage rolls against bloodied targets.

+2 to one defense except AC while in Guardian Form.

John looks behind him as he hears movement to see that the snake is near him and smirks. "You know Jared if you wanted me to take care of the snake you could of just said so." As he starts to draw the power of stone in his blade.

Effect: You assume the mobile blade stance. Until the stance ends, whenever you hit an enemy with a basic attack using a weapon, you can move a number of squares up to your Dexterity modifier as a free action.

Slick NegotiatorYou've spent a lot of time not speaking and dreamed about what you would say in every circumstance and now you get to talk all you want.

Encounter * Free Action
Close Burst 5 Target: triggering creature

Keyword: MartialTrigger: You or an ally in burst makes a Bluff, Diplomacy, Intimidate, or Streetwise check and dislike the result.Effect: If you are the target, gain +3 power bonus to the skill check result. If an ally is the target, the ally can reroll the skill check using either result.Prereq: Dune Trader (theme)

The Raven Queen's ShroudPower (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.

Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen.

Target: One or two creaturesAttack: Intelligence vs. FortitudeHit: 1d4 + Intelligence modifier damage. If the target has vulnerability to any damage types, the damage is of those types. If the target has no vulnerabilities, you gain a power bonus to the damage roll equal to your Wisdom modifier.
Level 21: 2d4 + Intelligence modifier damage.

Nine Lives of the Cat LordIn exchange for your services the Cat Lord has offered you a boon...
Encounter * Free Action
Trigger: You are the target of a critical hit
Effect: Change the hit into a normal hit. Critical hit damage/effects still apply to any other targets of the critical hit.

Weapon: Crossbow
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Properties:
This weapon requires no ammunition and cannot use ammunition.
Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you. You are not subject to further Fumble rolls when using this weapon.

Demonskin TattooProperty: When you spend an action point to take an extra action, choose acid, cold, fire, lightning, or thunder. You gain resist 5 to the chosen damage type until the end of the encounter.

Vanguard Glaive+1Critical: +1d8 damageProperty: Deal +1d8 damage on any successful charge.Power (Daily): Minor Action. Use this power when you make a charge attack. If you hit with your charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bonus as a bonus to damage rolls until the start of your next turn.

Undead Slayer +2 Bonus
After you kill at least two enemies with the undead keyword during an encounter, use this card to spend a healing surge and regain hit points equal to your healing surge value +1d8. This use does not use your second wind for the encounter.

A spellscarred creature knows when an area of Spellplague, or a plaguechanged or spellscarred creature, is within' 5 squares of him.

-2 penalty to all defenses and saving throws against the Spellplague, plaguechanged and spellscarred creatures.

Unless otherwise stated ZhuGuan is always in the mobile blade stance.

Does not provoke on charges (Badge of the Beserker)

+2dmg vs bloodied (Gauntlet's of Blood)

Trained: Athletics, Endurance, Intimidate

ZhuGuan winces under the stomach wound and tries to ignore the pain. Lucky bastard found a chink in the armor, the half-elf thinks angrily to himself.

"That was a mistake," he says to the hunter. He leans against the roots and plant life that are holding him in place, using them for leverage as he swings first with the blade as a feint then follows up with the haft of this glaive trying to catch the lizard man under his jaw.

He hears a satisfying crack as the glaive connects and the lizardman's head snaps back before he crumbles to the ground.

"Someone get that viper off of Jared! That thing will keep pumping poison into him!" He points back toward the corridor. "And, ZhuGuan struggles against the fauna... can someone

It would be some type of stupid irony if Jared was himself eaten. I wonder if the viper would get indigestion or explode when all the food inside of Jared expands because there's no more halfling-quasi-dimensional body to hold all the food he'd eaten in place after the snake digests his body. He imagines an exploding snake with a very surprised look on his face. The image in his mind, despite the stomach wound and tar-like swamp he's mired in, puts a grin on his face.

Spirit InfusionAt-Will; Primal, SpiritStandard Action, Melee spirit 1Target: One allyEffect: Your spirit companion disappears, and the target makes a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Int Mod.Spirit's Step: One ally adjacent to the spirit companion before it disappears can shift 1 square as a free action.

Call Spirit CompanionAt-Will; Conjuration, PrimalMinor Action, Close Burst 20Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square and enemies cannot move through though allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage 10+one-half your level or higher to the spirit, it disappears and you take 5+one-half your level damage. Otherwise, the spirit is unaffected by the attack.Spirit's Vigor: One ally adjacent to the spirit companion when it appears gains 3 Temporary Hit Points.

Spirit's SacrificeEncounter; Primal, SpiritMinor Action, Close burst spirit 5Target: You or one ally in burst.Effect: You dismiss the spirit companion and the target makes a saving throw or gains temporary hit points equal to your Wisdom modifier.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Healing SpiritEncounter; Healing, PrimalMinor Action, Close burst 5Target: You or one ally in burstEffect: The target can spend a healing surge. If the target does so, one ally adjacent to your Spirit Companion other than the target regains 1d6 hit points.Mark of Healing: Both allies can make a saving throw.

Shield of DevotionEncounter; Divine, HealingImmediate Reaction, Close burst 5Trigger: An ally within 5 squares of you takes damage from an enemy attack. Target: The triggering allyEffect: The target regains hit points equal to your Wisdom modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.Mark of Healing: The target also makes a saving throw.

Spirits of the Healing FloodDaily; Healing, Implement, PrimalStandard Action, Close burst 5Target: Each enemy in burstAttack: Wisdom vs. FortitudeHit: 1d8 + Wisdom modifier damage.Miss: Half damage.Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied.
As a minor action, a character can end this effect on himself or herself to regain 10 hit points.Mark of Healing: All allies targeted by this power can make a saving throw.

The Winds of ChangeBody Slot: Off-HandProperty: +2 to Fortitude and Willpower. Property: Cannot be identified correctly.Property: Wild Magic Sorcerers and Chaos Magic Sorcerers can use this item as a +2 implement (+4 paragon/+5 epic). Gains +2d6 on a Critical Hit.Power ([Color=&quot;Green&quot;]At-Will[/Color]; Arcane): Free action. Change the type of damage dealt by a weapon or power to another random damage type for the round. Roll a d10. 1) Fire; 2) Cold; 3) Thunder; 4) Acid; 5) Radiant; 6) Necrotic; 7) Force; 8)Psychic; 9) Lightning; 10) Poison.Power ([Color=&quot;Red&quot;]Encounter[/Color]; Arcane): Immediate Interrupt. The wildmage or chaos sorcerer can roll a second effect for their wildmage power and choose between the two random elements.
[COLOR=&quot;black&quot;]Power (Daily; Arcane):[/COLOR] Standard Action. You unstop the Winds of Change and inhale deeply. It's trans-formative vapors take hold of you, altering you in every possible way. Roll a d6:
1 - You rebuild your character from the ground up in a manner of your choosing.
2-5 - Completely Random Character Generation
6 - The GM rebuilds your character based on his own whims.
Special: Once a day you can use this item as a focus for the Transfer Enchantment, Simbuls Conversion, Hand of Fate, Enhance Vessel and Elemental Transference rituals in place of the components cost.

Goals of The Winds of Change:
To inspire chaos
To institute change

Concordance:
Score 8
Owner gains a level +1d10
Owner is a Chaos Sorcerer or Wild Magic Sorcerer +1
Owner gets a critical hit or critical fumble with effects from the random tables +1
Owner worships a god of Order -1
Owner or an ally attacks a Wild Mage or Chaos Sorcerer (max 1/encounter) -2
Owner does not use a power of the Winds of Change (max 1/day) -2

The spirit companion dissipates on any attack that deals more than 11 damage.

Vicky quickly turns to see Jared being strangled and poisoned to death. Her muscle reflexes act before she can think. She lashes out a thin streak of shadow at the snake, attempting to pull it away from Jared. The attack misses its target by a few inches. 'No, not going to let Jared die,' she resolves, and forces the shadowy chain to bend, catching the viper's tail. With a fairly soft yank, she pulls the poisonous fangs away from Jared's skin.

Heroic Effort
Heroic Effort
Encounter * no action
Personal
Trigger: You miss an attack or fail a saving throw.
Effect: You gain +4 to the roll.

Heroic Effort, turning it into a hit. Pull the target to BG126, and it is slowed until the end of Vicky's next turn.

I assume the snake can see me now, but I'd still like to hide from the mystic. I got a spare move action, if it helps.

If I understand correctly: John did not move because he was immobilized, but he did break free with the save. So he still has both actions available.

Jared had to slide the snake to an adjacent ally (read description on Rod of Reversal), so he couldn't slide the snake to BF125. He could, however, slide him to BF126, adjacent to John.

Bottom line, John can mark and take his attack action against the snake now.

Vicky is just about to lash out at the viper to save Jared, but it suddenly seems that the situation is under control. Though she can't see him, she heard ZhuGuan get hurt earlier. Rushing to his side, she tries her best to get him loose from the sticky floor. "I will not be happy if you get yourself killed here," she scolds him silently.

Move: Run to BB127. If I understand correctly, she is not hit by the attack, but still suffers the difficult ground.

Not sure how familiar you are w/ assassins. I played one extensively for a while. As a hybrid you only get 2 (not 4 like the mouseover suggests). Also, like marks, when you use it on a new target the old ones fade.

Jared can feel the poison burning through, but just as the panic in him is starting to rise he raises his rod and touches it to the snake. There is a burst of energy and the serpent flies from him landing at Johns feet.

The halfling manages to stagger into the room and raise his rod again, sending his own stream of shadows at the serpent.

Use Rod of Wrathful Dismissal and push snake to BF125. Then move to BE129 activating Shaadow Walk and attack snake with Shadow Claws:
attack:

The Robe of Hyperius Holdstrym[/B]
(Daily) Trigger: You are hit by a critical attack.
Effect: The next time you make an attack on the target that hit you, treat your attack as an automatic natural critical attack (You may gain the extra critical benefit for your side if it hasn't been used yet).

Stonemeal Biscuit
This coarse dwarven fare tastes foul but keeps you going throughout the day.

Price: 30 gp
Other Consumable
Property: A single stonemeal biscuit weighs one-tenth of a pound and has the nutritional value of a full days worth of food.
Power (Consumable Healing): Standard Action. You eat the stonemeal biscuit. You gain a +1 power bonus on Endurance checks for 12 hours. In addition, you regain an extra 1 hit point the next time you spend a healing surge this day.

Antivenom
This thick tonic can help counter the effects of most poisons.

Price: 20 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to saving throws against poisons from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.

The Campaign Cartographer
Lvl 6 RareThis item is made of stone with a flat crystal section on the front. This crystal section can display a map of the area that you are currently in.

Property: Can only be used by 1 person at a time. That person must willingly give up control of the item, or die for another user to take it.Property: +2 Item bonus to Perception to search for Secret Doors while held and activated.Power (Daily): [COLOR=&quot;Gray&quot;]Room To Room:

Jared will still be grabbed by the snake for his first action. That action will happen before all others in this round (since it technically happens at the end of round 1). He will be free of the snake for his second action though, thanks to Vicky (unless he does something to get away on his first turn).

As for the Assassin's Shroud, eastc is correct. You can only target one creature at a time (but can target that one multiple times). Using the power on a second creature erases the shroud's on the previous target.